refactor(技能系统): 移除未使用属性并优化目标选择逻辑
- 移除 Skill.ts 中未使用的 wfuny 属性赋值 - 将 SCastSystem 中的目标选择逻辑重构为统一方法 - 在施放技能前增加目标有效性检查,避免无效操作 - 移除 HeroAtkSystem 中未使用的导入和接口字段 - 调整 SkillSet 中技能 6008 的 ready 参数值
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@@ -2,13 +2,11 @@ import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ec
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import { FacSet } from "../common/config/GameSet";
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import { Attrs } from "../common/config/HeroAttrs";
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import { FightSet } from "../common/config/GameSet";
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import { SkillSet, DType } from "../common/config/SkillSet";
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import { SkillSet } from "../common/config/SkillSet";
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import { HeroAttrsComp } from "./HeroAttrsComp";
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import { HeroViewComp } from "./HeroViewComp";
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import { DamageQueueComp, DamageEvent } from "./DamageQueueComp";
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import { smc } from "../common/SingletonModuleComp";
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import { oops } from "db://oops-framework/core/Oops";
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import { GameEvent } from "../common/config/GameEvent";
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import { mLogger } from "../common/Logger";
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@@ -17,12 +15,10 @@ import { mLogger } from "../common/Logger";
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* 用于封装一次攻击计算的所有结果数据
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* @property damage - 最终造成的伤害值(已考虑所有加成和减免)
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* @property isCrit - 是否为暴击攻击
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* @property isDodge - 是否被闪避(闪避时damage为0)
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*/
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interface FinalData {
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damage: number;
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isCrit: boolean;
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isDodge: boolean;
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}
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/**
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* 英雄攻击系统 - 伤害处理核心系统
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@@ -106,7 +102,6 @@ export class HeroAtkSystem extends ecs.ComblockSystem implements ecs.ISystemUpd
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let reDate:FinalData={
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damage:0,
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isCrit:false,
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isDodge:false,
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}
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if (!TAttrsComp || TAttrsComp.is_dead || TAttrsComp.is_reviving) return reDate;
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